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Fixed battle replay
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@@ -254,12 +254,15 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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std::lock_guard<std::recursive_mutex> guard(mx);
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const auto * gs = gameHandler.gameState();
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const auto * si = gameHandler.getStartInfo();
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if(!si || !gs || !si->turnTimerInfo.isBattleEnabled())
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if(!si || !gs)
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{
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assert(0);
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return;
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}
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if (!si->turnTimerInfo.isBattleEnabled())
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return;
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ui8 side = 0;
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const CStack * stack = nullptr;
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bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
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@@ -279,6 +282,7 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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return;
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const auto * state = gameHandler.getPlayerState(player);
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assert(state && state->status != EPlayerStatus::INGAME);
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if(!state || state->status != EPlayerStatus::INGAME || !state->human)
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return;
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